mirror of
https://github.com/UberGames/EF2GameSource.git
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296 lines
8.8 KiB
C++
296 lines
8.8 KiB
C++
// GameplayDatabase.h: interface for the GameplayDatabase class.
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//
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//////////////////////////////////////////////////////////////////////
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class GameplayDatabase;
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class GameplayObject;
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class GameplayProperty;
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#ifndef __GAMEPLAYDATABASE_H__
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#define __GAMEPLAYDATABASE_H__
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#ifdef GAME_DLL
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#include <game/g_local.h>
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#include <game/script.h>
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#endif // GAME_DLL
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// Select a parser to use. We wouldn't have to do this part
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// if the system didn't have 10000 parsers.
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#ifdef GAME_DLL
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#define Parser Script
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#else
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#define Parser TikiScript
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#endif // GAME_DLL
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#define HASH_SIZE 256
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#include <game/class.h>
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#include <game/listener.h>
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#include <game/str.h>
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#include <game/container.h>
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#include <qcommon/tiki_script.h>
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typedef enum GameplayValueType
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{
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VALUE_FLOAT,
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VALUE_STRING,
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VALUE_VECTOR,
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GAMEPLAY_VALUE_UNSPECIFIED
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};
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//------------------------ CLASS -------------------------------
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//
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// Name: PendingDelta
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// Base Class: None
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//
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// Description: This class stores a database delta. When
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// a game is saved, all the changes to the database
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// are stored in the save game file. When this
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// file is loaded, these changes are made back to
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// the gameplay database.
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//
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// However, the changes are made before the client
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// has had a chance to initialize. We store off
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// all these changes until then. When the server
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// learns the player is fully initialized, the
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// GameplayManager will ask for this list of
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// pending deltas. It will then send them all
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// to the client.
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//-------------------------------------------------------------
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class PendingDelta
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{
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private:
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str _objName ;
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str _propName ;
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str _stringValue ;
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float _floatValue ;
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Vector _vectorValue ;
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GameplayValueType _type ;
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public:
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PendingDelta() : _type( GAMEPLAY_VALUE_UNSPECIFIED ) { }
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PendingDelta( const str &objName, const str &propName, float floatValue )
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: _objName( objName ), _propName( propName ), _floatValue( floatValue ), _type( VALUE_FLOAT ) { }
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PendingDelta( const str &objName, const str &propName, const str &stringValue )
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: _objName( objName ), _propName( propName ), _stringValue( stringValue ), _type( VALUE_STRING ) { }
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PendingDelta( const str &objName, const str &propName, const Vector &vectorValue )
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: _objName( objName ), _propName( propName ), _vectorValue( vectorValue ), _type( VALUE_VECTOR ) { }
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float getFloatValue() { return _floatValue ; }
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const str& getStringValue() { return _stringValue ; }
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const Vector& getVectorValue() { return _vectorValue ; }
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const str& getObjectName() { return _objName ; }
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const str& getPropertyName() { return _propName ; }
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GameplayValueType getGameplayValueType() { return _type ; }
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayProperty
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// Base Class: Class
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//
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// Description: Object that has a key and a value which can be
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// a string or a float
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//
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// Method of Use: Used in GameplayObject's
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//
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//--------------------------------------------------------------
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class GameplayProperty : public Class
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{
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private:
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str _name;
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str _valuestr;
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float _valuefloat;
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Vector _valuevector;
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bool _modified;
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GameplayValueType _type;
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public:
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CLASS_PROTOTYPE( GameplayProperty );
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GameplayProperty()
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: _name(""),
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_valuestr(""),
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_valuefloat(1.0f),
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_modified(false),
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_type(VALUE_FLOAT),
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_valuevector(vec_zero)
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{}
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virtual ~GameplayProperty() {}
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// Parsing
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bool parseProperty(Parser &gameplayFile, const str& type);
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bool isModified( void ) { return _modified ; }
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// Accessors -- Gets
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const str& getName() { return _name; }
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const str& getStringValue() { return _valuestr; }
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float getFloatValue() { return _valuefloat; }
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const Vector& getVectorValue() { return _valuevector; }
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bool getModified() { return _modified; }
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GameplayValueType getType() { return _type; }
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const str getFloatValueStr();
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// Accessors -- Sets
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void setName(const str& name);
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void setModified(bool modified) { _modified = modified; }
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void setType(GameplayValueType type) { _type = type; }
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bool setStringValue(const str& valuestr);
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bool setFloatValue(float valuefloat);
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bool setVectorValue(const Vector& vector);
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#ifdef GAME_DLL
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public:
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void Archive(Archiver &arc);
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#endif // GAME_DLL
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayObject
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// Base Class: Class
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//
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// Description: Object that has a name, and a container of
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// GameplayProperty's.
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//
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// Method of Use: Used in GameplayDatabase
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//
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//--------------------------------------------------------------
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class GameplayObject : public Class
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{
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private:
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str _name;
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str _category;
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str _fullScopeName;
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int _depth;
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bool _modified ;
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GameplayObject* _baseObject;
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GameplayObject* _nextHashObject;
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Container<GameplayProperty *> _propertyList;
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Container<GameplayObject *> _subObjectList;
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public:
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CLASS_PROTOTYPE( GameplayObject );
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GameplayObject();
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GameplayObject(int depth);
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virtual ~GameplayObject();
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// Parsing
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bool parseObject(Parser &gameplayFile, const str& name);
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//Queries
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bool hasProperty(const str& propname, bool localonly = false);
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bool isModified( void ) { return _modified ; }
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// Accessors -- Gets
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const str& getName() { return _name; }
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const str& getCategory() { return _category; }
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const str& getFullScopeName() { return _fullScopeName; }
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const Container<GameplayObject *>& getSubObjectList() { return _subObjectList; };
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const Container<GameplayProperty *>& getPropertyList() { return _propertyList; };
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GameplayObject* getBaseObject() { return _baseObject; }
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GameplayObject* getNextObject() { return _nextHashObject; }
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GameplayObject* getSubObject(const str& subobjname);
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GameplayProperty* getProperty(const str& propname);
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float getPropertyFloatValue(const str& propname);
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const str getPropertyStringValue(const str& propname);
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bool getModified(const str& propname);
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int getNumberOfModifiedProperties( void );
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// Accessors -- Sets
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void setModified( bool modified ) { _modified = modified ; }
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void setName(const str& name) { _name = name; }
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void setCategory(const str& category) { _category = category; }
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void setFullScopeName(const str& fullscope) { _fullScopeName = fullscope; }
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void setBaseObject(GameplayObject* baseObject) { _baseObject = baseObject; }
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void setNextObject(GameplayObject *nextObject) { _nextHashObject = nextObject; }
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bool setFloatValue(const str& propname, float value, bool create = false);
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bool setStringValue(const str& propname, const str& valuestr, bool create = false);
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bool setVectorValue( const str& propname, const Vector& valuevector, bool create = false );
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// Deletion
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bool removeProperty(const str& propname);
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#ifdef GAME_DLL
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public:
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void Archive(Archiver &arc);
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#endif // GAME_DLL
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GameplayDatabase
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// Base Class: Listener
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//
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// Description: Database of GameplayObjects. Queries are made
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// to this database to retrieve the data
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//
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// Method of Use: Used by the GameplayManager
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//
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//--------------------------------------------------------------
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class GameplayDatabase : public Listener
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{
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private:
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Container<PendingDelta> _pendingDeltaList ;
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Container<GameplayObject *> _objectList;
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GameplayObject* _hashTable[HASH_SIZE];
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// Saved off last object reference
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GameplayObject *_lastObj;
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str _lastObjName;
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// Private Functions
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void _linkSubObjectsToBase();
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void _linkToBase(GameplayObject *object);
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GameplayObject* _createFromScope(const str& scope);
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bool _addToHashTable(GameplayObject *object);
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void _buildHashTable();
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public:
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CLASS_PROTOTYPE( GameplayDatabase );
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GameplayDatabase();
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virtual ~GameplayDatabase();
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// Parsing
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bool parseFile(const str& filename);
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// Queries
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bool hasObject(const str& objname);
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// Accessors -- Gets
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GameplayObject* getObject(const str& objname);
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GameplayObject* getRootObject(const str& objname);
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GameplayObject* getSubObject(const str& objname, const str& subobjname);
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int getNumberOfModifiedObjects( void );
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float getFloatValue(const str& objname, const str& propname);
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const str getStringValue(const str& objname, const str& propname);
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Container<PendingDelta>& getPendingDeltaList() { return _pendingDeltaList ; }
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// Accessors -- Sets
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bool setFloatValue(const str& objname, const str& propname, float value, bool create = false);
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bool setStringValue(const str& objname, const str& propname, const str& valuestr, bool create = false);
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bool setVectorValue( const str& objname, const str& propname, const Vector& valuevalue, bool create = false );
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bool setBase(const str& objname, const str& baseobj);
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bool clearPropertyOverrides(const str& objname);
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void clearPendingDeltaList() { _pendingDeltaList.FreeObjectList(); }
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#ifdef GAME_DLL
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public:
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void Archive(Archiver &arc);
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#endif // GAME_DLL
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};
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#endif
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